I was reading a discussion about how Roddenberry's story rules made writing plots for ST:TNG a nightmare in the early seasons, and it got me thinking about the story restraints in place in L5R and the issues they've caused in the past. I think that we can all agree that the story ("plotline" might be a better word) was pretty hit and miss over the 20 years of the CCG, and fairly repetitive at times as well. So I thought it might be interesting to try to delineate what these story restraints were and what issues (if any) they've caused over the years.
I'm not suggesting these are all bad things that need to be "fixed" (some of them are actually pretty core to the setting as we currently understand it), but I am interested to see if FFG tries to make any adjustments to address them. We've really only gotten the broadest strokes about what FFG's Rokugan looks like, after all.
1. Conflict Between the Rokugani Political System and Player Wants
In designing the world of Rokugan, John Wick essentially made a "greatest hits" album of Japanese history. He combined the glamorous imperial court and culture of Heian Japan (8-12th centuries) with the fierce samurai conflicts on the Sengoku period (15-16th centuries) and used details from the Edo period (17-19th centuries) for popular culture and to fill in the gaps where needed.
The issue with this is that a powerful centralized imperial government (the Rokugani political system) doesn't coexist easily with what most players want: frequent non-political conflict between clans (I mean, there's a reason that this combination never actually existed in Japan). Thus we frequently end up with the Emperor either dead/corrupted so that he doesn't exist as an impediment between interclan warfare or an Emperor who appears weak for being unable to keep the clans in check despite being able to just tell them to knock it off. Of the two, the first option seems more popular with most of the player base (there were so many complaints about Naseru and Iweko).
The only way AEG seemed able to sidestep this was to introduce an outside threat for the clans to war against instead of each other, but I think most of us grew kind of sick of that plot device over time.
2. Unwavering Loyalty
The above political bias against interclan warfare is matched with a similar bias against intraclan warfare. Characters were consistently portrayed as being unwaveringly loyal to their families, clan, and the Empire. There was the occasional clan civil war, of course, but generally speaking clan champions never really had to worry about defecting vassals, conspiracies to overthrow them, whether their heir would be accepted, etc. That removes a lot of potential story space. It also clashes with the first point I raised. The clans are shown as loyal to throne, but that doesn't prevent them from constantly engaging in schemes that the Emperor likely wouldn't approve of.
There's a pretty obvious reason for this, of course: clan infighting generally tends to be unpopular with that clan's player base. And even when the players do find it interesting (such as the cultural tensions within the Moshi in Ivory), it's not easy to portray or advance it through the game.
3. No True Winners/Losers
AEG's frequent reluctance to provide definite resolutions to and serious lasting consequences from interclan wars was an often mentioned issue. No one likes losing and they wanted to keep the player bases for each clan happy. AEG never found a solution to this, but if the LCG format reduces clan loyalty as a thing like some fear, this could potentially become less of an issue.
Again, I'm not saying the above are necessarily bad things, but I do feel that they make writing the story challenging. So what do you all think? Do you agree? Any others I missed?